Shadowrun: Anarchy is a new way to get into the best cyberpunk/urban fantasy action around. Based upon the rules-light and easy-to-learn Cue System, Shadowrun: Anarchy is a narrative-focused game experience that has everything you need to quickly grab some gear, load up on spells, and get to throwing the dice. With loads of characters and missions, the book makes it simple to get up and running. Immerse yourselves in the Sixth World!

Cubicle 7 are proud to announce the imminent launch of the Cthulhu Tales Kickstarter.

A story-telling card game, designed by award winning designers Francesco Nepitello and Marco Maggi, with stunning art from Scott Purdy, Jon Hodgson and Sam Manley, Cthulhu Tales develops the themes introduced in the Cubicle 7/Sophisticated Games co-production Hobbit Tales, enhancing the structured, story-telling mechanic with a range of new Elder God-appropriate rules and tweaked play style suitable for tales of the Cthulhu Mythos.

Dominic McDowall, Cubicle 7 CEO: “I’m delighted to be able to bring Cthulhu Tales to Kickstarter this week. It’s a development of the rules which Francesco and Marco have been working on for a long time, and it’s really great to be able to finally bring it to light.

We’re planning a very straight forward campaign. As gamers we’re suffering a little bit from gigantic Kickstarter fatigue, so for this one we have a very clear, simple goal, with a handful of pledge levels. It’s all about the game, and the game is really, really good. Not only is it great fun to play, producing some eerily Lovecraftian stories, but is also shaping up to be one of the most good-looking games we’ve produced. I’m very excited to see how it will do!”

“In relating the circumstances which have led to my confinement within this refuge for the demented, I am aware that my present position will create a natural doubt of the authenticity of my narrative.”
– The Tomb, by H.P. Lovecraft

The dawn of the 20th century. New England, America; Lovecraft country.

Home to university libraries filled with worm-eaten tomes, legend-haunted towns populated with degenerate locals and their rustic superstitions, Cyclopean ruins from long-forgotten aeons, and the disquieting glimpses of things from beyond…

You are the unwilling guests of a disquieting and antiquated sanatorium, perhaps the infamous Arkham Sanatorium, or maybe the Danvers State Asylum.

Your only hope of escape is to convince your fellow inmates, and perhaps yourself, that you do not belong here. And so you begin to explain the sinister series of events that led to your unjust incarceration.

Unfortunately, your memories are populated by the stuff of nightmares…

In Cthulhu Tales, players take it in turn to tell their story using a hand of Story cards. The other players play Hazard cards to disrupt and darken the tale. In the course of the game, the narrators receive Treatment tokens, representing the misguided therapies and medication administered to them by the terrifying medical staff.

When everyone has told their tale, count up each player’s Treatment tokens and the player who underwent the least therapies is the winner.

Designed by Francesco Nepitello and Marco Maggi, the designers behind award winning games such as The One Ring Roleplaying Game, Hobbit Tales, The War of the Ring and many more, Cthulhu Tales brings horrifying and darkly humorous story telling to your gaming table.

Inside the box you’ll find:

• 115 beautifully sinister and disquieting, large format playing cards with artwork from the C7 art team Scott Purdy, Jon Hodgson and Sam Manley
• A board to guide your tale-telling
• A 16 page full colour rulebook (which is available for free download now)
• A 12 sided die, or perhaps if the stars are right, a unique Cthulhu Tales 12 sided die
• A set of Treatment tokens

More about the game:
In Cthulhu Tales you take the role of unwilling inmates of a fictional 1920s asylum or sanatorium. Using the cards as both inspiration and guide, you’ll take it in turns to make an accusation explaining why one of your fellow inmates, the Narrator, should be incarcerated.

The unfortunate Narrator then answers the accusation with their card-driven tale – choosing to either explain away the mysterious and sinister events, or perhaps having little choice but to reveal the secrets of the deeper horror that lurks just beyond the veil of reality.

As the Narrator attempts to refute the accusation of madness using Story cards, the other players disrupt the tale with Hazard cards, trying to force things to take a darker turn.

The cards have three main elements that can be used to aid your story. The title, the illustration and a quote from Lovecraft’s fiction. You can use any or all of these as inspiration for your tale. This makes replayability huge, with endless combinations of scenarios, mysteries, situations and horrific scenes possible.

Cthulhu Tales is very much a game, rather than simply a guided storytelling activity – it features structured and elegant rules for the telling of the tale, and for Hazard card interruptions. Players use the symbols on the cards to determine whether a card can be played, and its effect on the Narrator’s tale. The die introduces an element of luck into the proceedings – perhaps that Viscous Black Slime was merely a passing detail, or perhaps its arrival was the precursor to something far more sinister and madness inducing…

Players keep score with Treatment tokens, the aim of the game being to gain as few tokens as possible, and thereby be judged the least insane inmate.

There are, of course, some tweaks along the way – some cards are harder to match with, and thus harder to interrupt. But they come with other dangers: Phobia and Hazard symbols make playing these cards a risky gamble. There are also Deity cards, featuring the mind-bending Mythos deities, whose appearance can change the course of a tale entirely.

There are optional rules for awarding a bonus to the best storyteller, allowing the most Lovecraftian tale to shine, and perhaps take first place.

A Note on Madness.

The Cthulhu Tales rulebook includes this note on “madness”, which we think is pertinent to share here:

Cthulhu Tales deals in the madness described by H.P. Lovecraft in many of his stories. It is a fictional condition, an imagined state of derangement, where the walls of reality fall away and the frail human mind cannot contain the reality of the universe inhabited by The Great Old Ones.

This is an entirely distinct condition to the tragedy and pain of real-world mental health issues which sadly are statistically likely to touch all of our lives. We encourage players of Cthulhu Tales to wholly enjoy the fictional nature of the various maladies and madness described here, while remembering that in the real world mental health issues are no laughing matter.

Dungeon Saga is a game of high adventure in a fantasy world of heroes and monsters. Players take the roles of the evil overlord who lurks in the dungeon depths, or the brave heroes who venture into the darkness to face them. Each character and minion in the game is represented by a miniature figurine, and the dungeon is represented by a series of floor tiles that can be laid out on your tabletop. Players will need all of their wits about them to fight their way through the dungeon, with a little help from the cards, counters and dice included in the box.

Ronnie tells us about Dungeon Saga the Kings of war rules what’s new for Warpath and Daeadzone and the Dreadball ranking system that’s coming soon.

I played Dungeon Saga and it has a good feel to it. What I mean by that is it’s not like some of the other dungeon crawl games on the market where you feel like your’e playing a board game. In Dungeon Saga I felt like the mechanics blended well with the story too. I will definitely be bringing more to you in the near future.

At Gen con one of the very first things I had the opportunity to do was to sit down with Neil Fawcett from Spartan Games. It was the first time they visited us in the states and I think it’s the beginning of many more.

I did two interviews with them where we chat about Firestorm Armada, the return of Uncharted Seas, Dystopian Wars, Planetfall, and of course HALO. The first is below. I had to refilm it because of the background noise, Neil has a soft voice. I wasn’t going to keep this interview at all, but there is enough in it that we didn’t cover in the second interview that I couldn’t ignore it.

We know well the story of Poe’s Raven. But what came before?

Is it bird – or something more, forced to walk the earth in darkness evermore? You may yet learn the answer first hand. For in Nevermore, those who fall become transformed, turned to ravens, unable to win, as they struggle to regain their human form – yet able to bring doom to others. Will you rise to power or simply be Nevermore?

Nevermore is a casual-style, card-drafting game in which you quickly build your hand each round, collecting cards you want and poisoning your opponent’s hand by passing along cards you think they can’t use. Whoever holds the most of a given suit, gains the power of that suit to attack, heal, acquire Light or Shadow magicks and score victory points.

XIX century is the age of the last great discoveries. The last moment to explore places which no other adventurer has visited before. The world is getting more and more civilized. Nothing can stop the triumphant march led by the fearless explorers. These intrepid men and women are followed by others, acting not because of thirst for knowledge and adventure, but for massive profits. The fertile soil of exotic land is more and more often squashed by multi-national trading companies, and their skies are darkened by wings of metal dragons.

But what would these exotic lands be without temples lost in the jungle, tombs of ancient emperors, filled with gold and traps, and ruins of legendary cities? Treasures and cursed artefacts are guarded by unusual antagonists. In the colonies, explorers are threatened by hungry desert spirit, piranha-men from Amacunu and mysterious creatures of Purgatoria. This is the last moment to see these exotic wonders, before they become bland and banal. Are you ready?

In Extraordinary Voyages you’ll find:

-Complete descriptions of 12 colonies and 4 mysteries of the world

-Info about ancient civilisations, exotic dragons and the past of the contemporary colonies

Prepare for your adventures to get twice as exciting with Pathfinder Player Companion: Cohorts & Companions!

Double the daring and double the fun with all-new rules for turning your solo adventurer into part of a dynamic duo. Whether you’re growing a towering treant to serve as your monstrous cohort, organizing a grand heist with your fellow thieves, or summoning a guardian angel to protect your allies, Cohorts & Companions offers you dozens of options to transform your Pathfinder adventures!

New options allow you to make the most of your allies, or even make your allies from scratch! From binding outsiders to winning over artist patrons, this volume has cohorts ideal for any character concept.

Londonderry, NH – 2/1/2015: Andrew Hunzicker designed Capture – A Medieval Wargame in the 1980s, when he was in his early 20s. The story of the game is quite an extraordinary one, as the now 50 year old first time designer details in a video on the game’s Kickstarter page.

Capture isn’t a “War game” it’s a family strategy board game, with a simple but timeless game play that feels like a classic game, that we just never got to play! Capture grew from Andrew’s desire to make a next generation strategy board game in the 1980s, and the elegant replayable design certainly seems to have stood the test of time; though it has never been published (after some very close calls!)

The kickstarter for the game is launching February 3rd at 9am EST and will run for 32 days. Below is a link to the page, which has interviews with the designer and a lot more information.